Danilo Freire

LD 43

GRAUBY GRAUBY | Sharing the process

Hello everyone, I came here to share a bit of the development process of the game Grauby Grauby, made during the Ludum Dare 43, event that took 72 hours. Our team had 3 days to research, generate ideas, evaluate them to select one, prototype, validate it and finally start the development cycle (art, music, design, architecture and functionalities).

The result was a casual game where the player helps the Slime GRAUBY to progress in his dungeon, moving away from his enemies. For this he needs to sacrifice his body mass to move around the walls. The control of the game is simple, can be played with a mouse or with the touchpad just by dragging and releasing to launch GRAUBY forward.

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You can download the executable (Win or Mac) or play on your browser.

https://ldjam.com/events/ludum-dare/43/grauby-grauby

OUR TEAM

Danilo| Designer: Responsible for generating various game mechanics, planning and testing the level, and keep the team always on the same page throughout the entire process.

Maida & Marconi | Developers: Separated by 4 time zones, they were responsible for the construction of the architecture and logic to give life to our game. Our team used Unity to develop the game.

Filipe | Composer and Sound Designer: Responsible for making the sound effects and the music of the game. In the process of building these assets also encouraged the team to define an ambiance and context for the game.

Tamyres & Clarc | Artists: Always in sync to design the best visual solutions for the game by mixing Clarc's pixel-art skills with Tamyres 3D modeling experience. They used Aseprite, Maya and a little Substance for that.

I (Danilo), Daniel and Filipe were in the same city, which facilitated our communication because we used the same space to work. Although they were in the same country, Clarc and Tamyres were 1 hour apart from us, and Marconi lives in Denmark, which is 4 hours ahead.

PRE-LUDUM

A few days before the gamejam, we already had the team defined and we knew that we would have to face the timezone differences. So we focused on putting together a spreadsheet with the available schedules of each team member and organizing the discord channel to communicate and get more involved as a team

We also defined some steps to be completed each day; to decide on an idea by Friday, to have the functional core on Saturday ... Even though it is not so accurate in practice, it helps us know how late we are along the jam to be attentive in the moments of simplifying the scope or removing some functionality.

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Part of the sheet with our team schedules throughout different time-zones.

GETTING STARTED

The theme was our greatest difficulty (Sacrifices must be made). We spent a few hours listing ideas in a worksheet: each member would pitch their own ideas, as well as give feedback on other people's ideas.

We were in the middle of the night (3:00 a.m.) and the process of ideation was so difficult that we preferred to go to sleep to renew our ideas and make the decision more objective and less obvious (we saw many of the ideas we had had during Ludum's early hours on the main page).

Among the ideas that we like the most; (1) the player controls a skeleton running away from dogs, needing to throw pieces of their body to gain distance (I loved this!). (2) player needs to protect a child by fleeing monsters in a maze, to keep the enemies away the protagonist would need to use his own blood. (3) Slime who sacrifices his mass to launch forward and reach his goal.

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Sketchs of the idea number (3), chosen to be our game

We ended up choosing the idea that the whole team felt the desire to work with and that had a possible scope (given the time). We still had most of Saturday to plan together the next days of work. At last we were ready to begin development; with the first sketches we could already see where our project could go, with different layout layouts that allowed different game experiences and various scenery hazards… There were lots of ideas for a short time, so we needed to plan the next steps objectively.

PLANNING AND CHECKPOINTS

With the details of the idea at hand, it was possible to plan which features were essential for core-gameplay: control of the slime (input of drag and drop), basic obstacles (mobile and hazards), hp and respawn. With these features listed and prioritized along with the secondary / auxiliary mechanics, we can organize what would be the focus of each day's work. For the first day, our goal was to deliver all of the core mechanics, with placeholder art or as much as we could integrate in time.

During development, due to the difference of time zone, the programming team was always attentive to the division of tasks between core-gameplay, secondary mechanics and integration of art and sound, avoiding wasted time solving merge conflicts.

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Prototype made with blocks to validate the game idea

One of the biggest challenges of a gamejam is the limited time the team has to develop a cohesive game where the contribution of all areas makes sense among each other to create value and FUN to the gameplay. Much of the activity is done in parallel, while art and sound are being sketched and shaped, new ideas of mechanics are emerging, and the old ones (already listed and being implemented) need adjustments to make more sense. You need to pay attention to what is being done by each team member, knowing that each new task can generate an activity for another person. It helps a lot to have a team member allocated to manage and prioritize activities among the team.

The visual of the game began to take shape quickly. Although it was a novelty for the whole team, mixing 3d models with texture in pixel-art was already something we intend to do because of the isolated skills of our art team. The synchrony between the team worked very well, they quickly test the aesthetic results by making mockups before uv-mapping the models, texturizing, validating and and integrating the object in Unity.

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Some of the character art progress

In order to make the music of the game, it took an effort of the whole team to define an atmosphere that made sense with the game and the theme of the jam, discussing and building a thematic that enriched our mechanics. Starting from references of melodies and instruments of the dark ages, we were able to create something that would fit not only with the atmosphere but also with the rhythm of the game.

At the end of Sunday (second day) with everything going well for releasing our second build, containing all of our core-gameplay and much of the visual assets (the first build was a prototype of the mechanics), errors at Unity prevented us from generating it. The solution to the lack of a playable build was to record a gameplay video in the Unity editor, in order to sync the team with the current version of the project to continue polishing, adjusting or starting new activities.

THE FINAL DAY

The last day is always the hardest, in our case the fact that all the staff work on Monday got in the way. But we made good use of the time we had to* work on some team feedbacks* that we collected internally with our video and later with the build.

From a design perspective, we had a lot of problems setting up the scene over the first few days, due to inconsistencies in functionality and little knowledge of the tool by the designer. Starting the sketch of level design throughout the project was essential to learning how to improve our tools to make the process flow faster. Since the mechanics could already be tested in Unity alone, it was already enough to plan much of the level on the paper while these adjustments were made to later facilitate the assembly of the whole level in Unity.

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Level Design planning before implement on Unity

In the last few hours we had many crucial things being made at the same time: the level design implementation with little time for testing and validation; the validation and integration of sound assets; the review of the checkpoints functionality; and the attempt to add an art asset that was planned over the previous day. Not to mention the description, screenshots and generation of builds to upload to the Ludum Dare website before the timer reaches zero.

We managed to deliver much of what was planned. It was 3 days of effort, but in the end we managed to upload our game to LD43!

FUN ABOVE ALL

Despite the few hours of rest, a lot of time in front of the computer and headaches to solve all the problems that came up during the process, it was worth every second. We had a lot of fun, we were always laughing and playing with each other through discord voicechat or hangout.

We could not deliver everything we had planned, certain things did not go through the necessary adjustment in time, but the process of building and solving problems together taught us a lot. We learned and have a lot of fun together, this is worth more than any game.

Ludum Dare 45

Work in progress for our game バクラウ Bloodless

Hi guys, here is a little bit of how our pixel-art action game for the Ludum Dare 45.

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The player controls a former bandit who has abandoned violence in his life on a mission to overthrow his former clan. The protagonist uses his own hands to suppress his enemies through a disarm /dodge hybrid mechanic.

Sorry for the Dino placeholder, we'll show some of the animations and characters on our next posts! Stay tunned for more on バクラウ Bloodless! : D

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バクラウBloodless

Formerly a samurai now a ronin, you have to oppose your old allies with nothing but your bare fists; disarming them with a timed counter-dash hybrid mechanic.

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To disarm your enemies you must time their attacks and dash just towards them just when they’re attacking. But beware of the Red Sword technic! Enemies cannot be disarmed while their swords are red.

Gameplay Video: https://www.youtube.com/watch?time_continue=1&v=WuXDD34Ajvg

Game Page: https://ldjam.com/events/ludum-dare/45/bloodless

バクラウBloodless gameplay

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Formerly a samurai now a ronin, you have to oppose your old allies with nothing but your bare fists; disarming them with a timed counter-dash hybrid mechanic.

Here's our LD45 game page! https://ldjam.com/events/ludum-dare/45/bloodless

バクラウ Bloodless | Some fixes update! :)

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Hello everyone, I came here on behalf of the whole バクラウ Bloodless team to thank the whole Ludum Dare community for the message of affection, support and respect. All this positivity fills us with joy and energy to continue studying and working hard to make improvements to Bloodless.

With the help of your feedback we have fixed a few bugs and made minor movement adjustments that can already be tested on our web build.

If you haven't played yet, please give it a try!

https://ldjam.com/events/ludum-dare/45/bloodless

Tweaks on バクラウ Bloodless movimentation

During the week we uploaded a new version of our web build with minor tweaks to the movement that some of you suggested,! I'm having a lot of fun testing this out! :D

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Checkout バクラウ Bloodless in our Ludum Page: https://ldjam.com/events/ludum-dare/45/bloodless

Thank you so much for helping us playing and being cool with us!

バクラウ Bloodless | Level Design Process

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Hi Everyone! We’d like to share a bit of process on designing the levels of our Ludum Dare submission; バクラウ Bloodless. Check out the game on the link below;

https://ldjam.com/events/ludum-dare/45/bloodless

We spent half a day discussing what the main mechanics of the game would be like; what would be the behavior of the enemies, how to diversify them... It seems to be a long time wasted on one simple thing, but when it comes to a large team of 8 people from different areas it is important that everyone is on the same page before starting to develop game content.

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We get a little goofy at some moments of the jam, it helps us enjoy the tense moments where time is short and scope is wide.

As the main mechanics are defined and discussed with the team, we begin planning the levels of the game. Our minimum scope for the game to work is simple and has little content to diversify it. So we bet on the progression of the difficulty to hold the player through the feeling that he is becoming more skilled.

Our level design process began a little looser with only pencil and paper as tools. We have designed some room layouts with positioning of different sizes and props. We have also planned spawn points for use in enemy waves. Each stage consists of 3 waves of enemies to prevent it from becoming too repetitive with the variety of enemies we had available.

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From the narrative perspective we have a ronin who’s going to invade a shogun’s castle, so we had to keep in mind that the game should begin with an exterior area, then proceed to an interior area. We thought of how to build the stages coherently to this story while still having a difficulty progress.

The game's simplified art style allowed us to have stage props early in the process of setting up the game rooms. For this we use Unity scene to position all the environments props and set the colliders position and layer order for each obstacle.

ENEMIES

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Initially we talked about very different enemies, different weapons, different moves, etc. but since this is a game jam, we soon realized that there wouldn't be enough time. After some discussion we decided to start with Red, a swordsman that attacks twice but can be countered only on the second attack. If we had time we would create some simple variations.

Fortunately there was enough time to create two variations: White, a simpler version of Red, he attacks only once; And Shogun, the boss, he attacks four times in quick succession but only the fourth attack can be countered.

LEVEL 1

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The first level serves as the game tutorial. We chose to do a fairly open area with few enemies. When the first enemy comes into play the game displays the message "dash to counter attacking enemies" on the screen until the player can defeat the enemy. The first two waves have only one enemy, so that the player can get the hang of the controls and timing of the attacks, only then we send two enemies at the same time.

Wave A: 1 white Wave B: 1 white Wave C: 2 whites

LEVEL 2

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After level 1 we expect the player to already know the basics of the game. The first waves will have two enemies coming at the same time, but the level has some obstacles that the player can use to manage one enemy at a time. The last wave introduces one new enemy variation that has two attacks, the first one cannot be blocked (has a red color to indicate danger) so the player must aim his dash on the second one.

Wave A: 2 whites *Wave B: * 2 whites *Wave C: * 1 red

LEVEL 3

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In Level 2 the red enemy serves like the area boss. In Level 3 we decided to start with a red to show that he is actually just a mob variation. We also thought of increasing the amount of enemies in a wave, so we used just an open large area for the level with little obstacle to give the player space to maneuver while learning how to deal with multiple enemies.

Wave A: 1 red Wave B: 2 whites, 1 red Wave C: 4 whites

LEVEL 4

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The waves in this Level are very similar to the previous one, with the exception of a red in the last wave. The idea was to repeat the last challenge with less room to maneuver around and a little bit of obstacles.

Wave A: 1 red *Wave B: * 2 whites, 1 red *Wave C: * 3 whites, 1 red

LEVEL 5

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This is the final Level. The idea here is to have a somehow tight space again, but with entrances at all sides so that the enemies could come from different places to surround the player.

Wave A: 2 red *Wave B: * 2 whites, 2 red *Wave C: * shogun

And that´s the end of the game (for now!). We hope that this post can have some use for you guys, and if not, we hope that you at least enjoy our game. Either way, It would mean a lot if you leave some feedback and/or share some of your process too.

Thanks from the バクラウ Bloodless Team!

https://ldjam.com/events/ludum-dare/45/bloodless

Did you miss the バクラウ Bloodless level design process?

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Hi Everyone! Yesterday we posted a bit of the process of making the level design for the game バクラウ Bloodless and has been well received by the LD and twitter community.

Check out our Game Page to play the game if you haven't played yet, otherwise visit our Blog Post to learn more about our process.

As we had so much fun preparing this content we have started to make other blog posts of other areas of development like sound design (music and sound effects), management and development using Unity. All the blog posts we publish can be accessed in the description of our バクラウ Bloodless Ludum Dare page. Stay Tunned!

バクラウ Bloodless | Managing a team of 8

Hi Everyone! We’d like to share a bit of the managing process developing our Ludum Dare submission; バクラウ Bloodless. Check out the game on the link below;

https://ldjam.com/events/ludum-dare/45/bloodless

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PRE-GAMEJAM | Avengers assemble

Our team consists of 8 people from different backgrounds, not everyone knew each other before jam but the vast majority had already worked together on gamejam projects or game companies in our region. This number of participants in a jam is a big risk, as it takes a while to get all areas in line with the game's vision, but if everyone is communicative and confident in the team the chance of a good and cohesive game is high.

Our first definition of what we would do at LD45 came from my will to work again with my friend Daniel Clarc, who lives over 2,000km away from the rest of the team. Clarc is an amazing pixel artist and animator, so I gave the idea to my colleagues; "What if we made a pixel art game for LD45?".

Our second definition is a principle of work and existence; that everyone on the team should feel comfortable throughout the process to come up with their ideas, disagree without fear and build the game and process together with the team. We have been through a lot of problems regarding intolerant people or individualists in gamejams, so we needed to make sure everyone was aware of how our team usually works.

02-Team.jpg Top: Tonho, Caio, Clarc and Danilo. Bottom: Delio, Diego, Filipe and Renato.

Despite the clear division of areas between our team; Tonho and Délio are programmers, Clarc and Diego are game-artists, Filipe is a sound designer, Renato and Caio are game designers and I (Danilo) am a designer and producer. You can't be sure how each will contribute during the jam, because the multidisciplinarity of our areas makes us acquire diverse skills throughout our lives as game developers.

PRE-GAMEJAM | Setting things up

A few weeks before LD45 we created a Discord server to start talking about jam. It was great to unite the team and gain confidence before the jam. Discord is a team communication tool that lets you categorize channel conversations and make audio calls, which was great for our team because we didn't have all members in the same place.

Another great thing to do before jam starts is to install the tools that will be used to produce the game; define the version of Unity that will be used (or another gameengine), create a repository and a shared folder in Google Drive. That way we save some time from not having to do it all during jam.

Finally, we have defined a few project milestones by setting the deadlines that each project stage should be completed. This helps us know how late we are and how much time we can invest with each step of the process.

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Ideation (first 15 hours) - In the last jam we spent a lot of time brainstorming the game, so this time we made it clear that this step could not exceed the first 15 hours of jam (we started 4 hours late and slept in the middle of this process).

Design, sketches, architecture and documentation (approximately 6 hours) - After defining which concept we will work on is the time to talk deeply about the experience we want to give the player. This includes sketches, definitions of mechanics, art style, narrative, etc.

Backlog creation and task organization (invest approximately 2 hours) - Listing, description and prioritization of all features discussed.

Production - Cyclical process that lasts the entire jam, it is difficult to estimate time, but it is good to have control of when to generate new versions of the game.

Game page setup (not to do in the last hours). - Although this is something easy to do we end up always leaving it for the last minute, so this time we put it as a milestone just to not forget to leave some time for it.

We started jamming about 4 hours late as some of us were attending a gamedesign roundtable to help our local developer community. Here in Recife-PE (Brazil) we have a very strong community and thanks to it we can grow as professionals. We do not see as 4 hours lost, but as 4 hours invested! Maybe next Ludum Dare we can make more people in our city participate with other teams.

JAM | Ideation

After a full day of work (developing mobile games) and organizing a gamedev event for the community (game design roundtable) finally our team got together late in the evening to start LUDUM DARE 45. As it was too late and we wanted to sleep well on the first day we started the ideation process knowing that it would not be finished until the next day.

Our idea generation dynamics are simple, we created a spreadsheet in Google Drive and started listing ideas. With each new insertion in the spreadsheet we try to talk about it to give it more strength and a multidisciplinary look at it. As we found the theme of the LD45 quite difficult (start with nothing), since almost every game you start with nothing to get a sense of progress through the experience, we were not satisfied with much of our ideas. Some people went to sleep, but part of the team spent about 4 hours talking about ideas until we realized we were tired enough to continue productively. A description of the idea chosen was already among those listed that night.

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On Saturday morning with the full team we started voting to choose the idea that would become our game. Each team member distributed 3 votes in the ideas sheet, which in total had about 22 insights where 10 were more concrete ideas and the rest were more abstract. The most voted idea became the Bloodless game over the weekend, the only difference between the final game and the concept being that it consisted of 2 separate mechanics; dash (to deflect) and block (to disarm opponents).

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With the definition of the idea that we were going to work, we made sure that the whole team was comfortable working on it and we went ahead with the production!

JAM | Concepts

This step was mostly discussions about what the game would be; what are the main mechanics, who is the character, what’s the backstory, in which period the game takes place, what’s the artstyle, how would we do the animations, how the jam’s theme fits… That’s a lot of questions at the same time and all of them directly impact the work in every area, so this is the step where the team must align. We were 7 team members at Tonho and Caio’s (wonderful roommates who allowed us to use their home as our HQ) and Clarc was always online at the discord voice chat, so all of us were always participating in the discussions about the direction the game would take.

Some of the first things our team agreed on were about the game’s art; We would use an art style that represents 2-bits; using mainly black and white, but highlighting some elements in red. We also decided that, though the character can move freely, we would only animate them on the horizontal axis and flip it. With these things defined, Diego and Clarc started making the first sketches of the game. They made a blog post on our art and animation process (links on the bottom of this post).

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With the visual style taking place, our sound designer Filipe was defining the mood of the game along with the team; deciding the setting of the game and the sensations we would like to give the player… with those things decided and with the first sketches of the game he was ready to begin gathering sound references for the music. By the way, Filipe wrote a blog post talking about his process (links on the bottom of this post).

While we all discussed some elements of the game to plan the production, Tonho and Délio were discussing and arranging the basic code structure of the project and selecting some systems to be used during the process.

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We spent half a day discussing what the narrative and main mechanics of the game would be like; what would be the behavior of the enemies, how to diversify them... It seems to be a long time wasted on one simple thing, but when it comes to a large team of 8 people from different areas it is important that everyone is on the same page before starting to develop game content. Once anything was decided, it was registered in a spreadsheet, that in the end became some sort of Game Design Document.

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JAM | Development & Putting things together

The entire conception process lasted about 8 hours, with a little rest during that time. It is not possible to separate the conception stage from the development stage during jam because of course the production of some contents starts along the concepts. During this step we have raised enough content to have the scope of the game is described and organized through tasks of all development areas in our production management tool; Trello.

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Even though we have an overview of everything we would like to do we always maintain a dynamic scope that fits in with what we were able to integrate in time, this allowed us to always have versions of the game that could be published, even though it was not complete when it came to the initial scope. For that we made a document with all the features of the game and in which version (build) we plan to integrate them.

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The production goes into a more self-contained cycle, where each team member knows what they have to do and how much time they can take in each activity. As the project progressed we made builds to feel the controls of the game, see how it looked, balance the mechanics… Just as the whole development process this step was very iterative, with each addition made in the game we validate with the team and made decisions together that guided each member's next steps.

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Renato and me (Danilo) designed some room layouts with positioning of different sizes and props. We have also planned spawn points for use in enemy waves. We tried to synthesize the design process through a blog post of level design very well summarized (links on the bottom of this post).

Tonho and Délio were able to use some libraries that helped us a lot during this stage. Some modules also needed to be built from scratch during Jam's time. They also made a really cool Reusable Code Blog Post! Very worth checking out (links on the bottom of this post).

Caio did a great job of staying ahead of the game's narrative and overall experience, thinking about the protagonist's backstory, the game's completion… He was also responsible for leading our process of building the game's LOGO, which was handled by our 3 designers until it reaches its final form. During this process we took the opportunity to set some images and text for the game page.

The entire process after concept definitions until the completion of our development during jam lasted about 30 hours, with a few hours of sleep in between.

JAM | The result

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In total we used about 54 hours of jam to close our game, from ideation to build publication on the Ludum page. Within those 54 hours we also stop for sleep (less than we should), feed on every meal of the day (sometimes a little late) and have fun. We played video games, talked about nonsense stuff, filmed and took pictures of the process... For me the most important of the jam is to enjoy the whole process TOGETHER.

The game came out with approximately 85% of what we had originally planned. We thought of having introductory cutscenes and secondary mechanics that would change the tone of the game and make the protagonist collect a sword during gameplay (which would help us highlight the theme of starting out with nothing and collecting a weapon throughout the gameplay). But we ended up giving our last effort to polish the version we had at that time, better a smaller polished version than a larger version with problems.

Unfortunately we could not use the remaining 18 hours as we urgently needed to get some sleep to go to our regular jobs. But as we were able to have a version with a start, a good progression in the middle and a conclusion, we feel that our project was well done and had a closed experience. We allow ourselves to take off Monday to rest our minds and enjoy the feeling of accomplishment.

POST-JAM | Only love <3

After the publishing of the game we stayed in touch via discord. We know that many talented people participated in this jam and we were eager to see what they've done, so we started playing some of their games, then we created a channel in our discord server to share, talk about and rate our favorite games.

Fortunately, the comments started pouring in our game page. Each comment made us really happy (seriously, thanks guys <3) and a lot of them provided valuable feedback, so within the next weekend we gathered again and discussed some of the feedback to start tweaking the game. We invested 2 hours to fix some bugs that were crashing players, tweaking the character control parameters and updating our web build on itch.io. You can check the full adjustments in our changelog in the description of the Ludum Dare game page.

Our production process was so enriching for our team that over the post-jam weeks we organized to describe each area's process so we could share it with the community. I think this time spent writing about the process is too enriching to remember and reflect on what went right and what went wrong. Check out other blog posts about our processes;

BLOG POSTS - Level Design Process - Sound Design Process - Reusable Code - Art Process

Finally, I would like to thank everyone who played, rated our game and left us feedback or support messages. Because of you Bloodless is now in fifth place between jam and compo submissions and first in the jam category when it comes to the amount of votes. This is amazing for the team and we owe it to all of you! THANK YOU, we ended this jam as much more mature game developers. If you need help, if you want any tips, understand more about our processes, chat, feedback on your personal (or jams) projects, feel free to talk to us. (My email is danilocesareu@gmail.com)

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And that´s the end (for now!). Thanks from the バクラウ Bloodless Team!

Ludum Dare 46

The Land I Live On | Relaxing 3rd Person Shooter

Hey guys, i want to share my game The Land I Live On (game page) with you all; It's a TPS game with 32-bits inspired graphics (low-poly + pixel-art). You play as an Onion Gardner watering plants and keeping the garden flowers alive (note: that this garden is on the back of a flying turtle because of game logics xD).

My teams always use the LD to experiment techs, visuals, concepts and other stuff that we are eager to know more about it. We would have liked to polish the gameplay more, but there would be less time to test and experiment with the art style.

There's an HTML5 build on our itch.io page (linked on our LD page). If you manage to play our game, leave a comment with a "@" at the end so i can know that you came from this post. I will definitely play your game too! :)

GAMEPLAY VIDEO

https://www.youtube.com/watch?v=7rvQEYeAVHw

SOME SCREENS

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The Land I Live On - Relaxing 3rd Person Shooter

Hey guys, i want to share my game The Land I Live On (game page) with you all; It's a TPS game with 32-bits inspired graphics (low-poly + pixel-art). You play as an Onion Gardner watering plants and keeping the garden flowers alive (note: that this garden is on the back of a flying turtle because of game logics xD).

My teams always use the LD to experiment techs, visuals, concepts and other stuff that we are eager to know more about it. We would have liked to polish the gameplay more, but there would be less time to test and experiment with the art style.

There's an HTML5 build on our itch.io page (linked on our LD page). If you manage to play our game, leave a comment with a "@" at the end so i can know that you came from this post. I will definitely play your game too! :)

GAMEPLAY VIDEO

https://www.youtube.com/watch?v=7rvQEYeAVHw

SOME SCREENS

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Ludum Dare 47

1 year of Bloodless: Visual Comparison (Ludum Dare 45 - Now)

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A year ago we released the first Bloodless build after 3 days of work during Ludum Dare 45. We received lots of feedback, support and love from the community. Now we're working on a redesign of the game with an expanded story inspired by the Edo-Period Japan. We can't wait to show more of our progress with you folks! :D

We are @pointnsheep on Twitter, Facebook and Instagram! Posting regular updates of our game :)

Ludum Dare 49

Sushi Jenga progress

Hey folks, we're making a game that mixes Jenga + sushi restaurant management. You’re a fish waiter delivering sushi to a bunch of frogs. You have to balance a Jenga tower of sushi while doing it.

1. High-Concept from yesterday;

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2. Early prototype and concept art from now

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Here’s Sushi Jenga’s gamepage so you can save to check the end-result :)

Have a great LD everyone! <3